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[SMOGON] [OUTDATED] [Smogon] [OU] Tapu Fini Moveset- Defensive (Calm Mind/Defog)
#1
Hey, you! Yeah, you, reading the post! While you're at it, would you mind voting in the poll for my next moveset? Thank you very much, you're so sweet <3

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Tapu Fini

Tapufini

Type: Water/Fairy
Weaknesses: Grass, Electric and Poison (X2)
Resistances: Water, Fire, Fighting, Ice, Bug, Dark (X0,5) and Dragon (X0)


Abilities:

Misty Surge: Activates Misty Terrain for 5 turns when the Pokémon enters a battle.


Base stats: 70 HP / 75 Attack / 115 Defense / 95 Special Attack / 130 Special Defense / 85 Speed


Tapu Fini is super bulky, and it's typing is really useful in OU. Here's a few ways you can use this defensive monster:


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the sets



1. Taunt + Calm Mind

Tapufini

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
- Taunt/Ice Beam
- Calm Mind
- Moonblast
- Surf


This set utilizes Tapu Fini's access to two very good moves, Taunt and Calm Mind, which allows it to be a decent stallbreaker. Couple that with the fact that its ability Misty Surge summons Misty Terrain, which prevents it from getting statused, it can greatly help stall if played right. Taunt and Calm Mind is a great combo; Taunt prevents recovery from the opponent, forcing it to either attack, which will allow Fini to set up Calm Minds freely because of its huge defenses and because of Pokémon on stall teams are usually pretty weak, or to switch, and then again Fini can set up Calm Minds on the switch. Even without Taunt, Tapu Fini can still put in a ton of work since it's can get any status under Misty Terrain, so Ice Beam, which hits Grass types for super effective damage, can be ran instead of Taunt, though having no way of preventing recovery is a big downfall to Ice Beam. Water and Fairy are a good STAB combination, and they hit a lot of the tier for neutral. Taunt is great to prevent Pokémon from setting up boosts or hazards or from recovering, while Calm Mind boosts its decent Special Attack stat and huge Special Defense stat. The EV investment is calculated to outspeed 8 Speed EVs Landorus-T, which is the usual speed investment for the defensive set, while also outspeeding stuff like Specs Magnezone, which usually doesn't run max Speed, Rotom-W, and most defensive Pokémon. Max HP allows it to tank ALL KINDS of hits, both special and physical, and the rest is dumped into Defense since its Special Defense will be boosted by Calm Mind. Its Speed stat is surprisingly good for a defensive Pokémon, so you can run different Speed EVs depending on what your team needs. When using this set, don't try to set up too early; try to predict whether the opponent is staying in or switching, and if he's switching, you need to try to guess what he is switching into. If that's something that could set up boosts/hazards, the best play would be going for Taunt. If not, try to switch into an appropriate counter to the Pokémon you think is coming in. Try to weaken the opposing team's counters to Fini, and when you have successfully removed/weakened them enough, find an opportunity to switch in safely and start boosting up. This set is especially good against stall and balance, but be careful around offensive teams, as they can overwhelm it with offensive presence. I would mostly use this set on balance and bulky offense teams, because its a bit slow and it would kill momentum from hyper offense, but it really helps balance and bulky offense teams in need of a stallbreaker. This set is fairly weak, and needs a lot of boosts to do damage; feel free to invest in Special Attack if you want to do more damage. Nature's Madness would help against stall in theory, but it doesn't have much room for this move.

calcs:

Offensive:




+2 0 SpA Tapu Fini Moonblast vs. 0 HP / 0 SpD Tapu Koko: 247-292 (87.9 - 103.9%) -- guaranteed OHKO after Stealth Rock

+2 0 SpA Tapu Fini Moonblast vs. 240 HP / 0 SpD Garchomp: 450-530 (107.9 - 127%) -- guaranteed OHKO

As I said, Tapu Fini is really weak and won't KO anything without boosts.



Defensive:




252 SpA Life Orb Tapu Koko Thunderbolt vs. +1 248 HP / 0 SpD Tapu Fini in Electric Terrain: 250-296 (72.8 - 86.2%) -- guaranteed 2HKO

252+ SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 0 SpD Tapu Fini in Psychic Terrain: 289-342 (84.2 - 99.7%) -- guaranteed 2HKO

252 SpA Nihilego Sludge Wave vs. 248 HP / 0 SpD Tapu Fini: 246-290 (71.7 - 84.5%) -- guaranteed 2HKO

252 Atk Life Orb Garchomp Poison Jab vs. 248 HP / 196+ Def Tapu Fini: 156-185 (45.4 - 53.9%) -- 41.4% chance to 2HKO

252+ Atk Tapu Bulu Horn Leech vs. 248 HP / 196+ Def Tapu Fini in Grassy Terrain: 276-326 (80.4 - 95%) -- guaranteed 2HKO after Grassy Terrain recovery

It can live a ton of super effective hits without the boost, and with a boost it evens lives a Tapu Koko's Thunderbolt in Electric Terrain.



2. Defensive Defog

Tapufini

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
- Taunt/Ice Beam
- Defog
- Moonblast
- Surf


While it may look very similar to the first set, it does a completely different thing; instead of being a set up sweeper and a stallbreaker, its role is to sponge hits and to remove hazards from the field. It's typing is excellent defensively, since it has few weaknesses and a ton of resistances, which allows it to switch into a plethora of things safely, thus it can get many chances to Defog away the hazards through the match. Furthermore, since it outspeeds most defensive Stealth Rock users with its surprisingly decent speed, it can also completely prevent hazards from getting used with Taunt. Since it unfortunately doesn't have access to a recovery move, in the two last slots, Surf and Moonblast will be used as good STABs that hit decently hard. Scald is not a very good option since Misty Terrain prevents grounded Pokémon from getting any form of status, so it is weaker and can't burn. Ice Beam is a solid option that can be used instead of Taunt if you want a bit of offensive presence, but keep in mind that Tapu Fini is still very weak without investment. Once again, the EVs are calculated to outspeed 8 Speed EVs Landorus-T, which is the usual speed investment for the defensive set, while also outspeeding stuff like Specs Magnezone, which usually doesn't run max Speed, Rotom-W, and most defensive Pokémon. Max HP allows it to tank a lot of hits, both physical and special, and the remaining EVs are dumped into defense. You can also go max HP/Defense on this set as it doesn't need the speed as much as the first set. Try to not play too recklessly with Tapu Fini; while it is really bulky, it doesn't get any form of recovery, so it gets worn down fairly quickly. This set is best used on balance teams in need of hazard control and of a bulky Water type.

calcs:

Offensive:




It is weak and doesn't KO anything lol. The offensive moves are only there to chip at the opposing team, potentially weakening it to allow for a partner to sweep.


Defensive:




252+ SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 0 SpD Tapu Fini in Psychic Terrain: 289-342 (84.2 - 99.7%) -- guaranteed 2HKO

252 SpA Nihilego Sludge Wave vs. 248 HP / 0 SpD Tapu Fini: 246-290 (71.7 - 84.5%) -- guaranteed 2HKO

252 Atk Life Orb Garchomp Poison Jab vs. 248 HP / 196+ Def Tapu Fini: 156-185 (45.4 - 53.9%) -- 41.4% chance to 2HKO

252+ Atk Tapu Bulu Horn Leech vs. 248 HP / 196+ Def Tapu Fini in Grassy Terrain: 276-326 (80.4 - 95%) -- guaranteed 2HKO after Grassy Terrain recovery

It can live a ton of super effective hits and get a Defog off before dying.



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good partners


Fire/Grass types: Tapu Fini, when paired with a Fire and a Grass type, can form a Fire/Water/Grass core, which has very good synergy.

Dragon/Steel types: Tapu Fini, when paired with a Steel and a Dragon type, can form a Steel/Fairy/Dragon core, which has very good synergy.

Physical Wallbreakers: Tapu Fini struggles against special walls, such as Chansey, but physical attackers can help getting rid of them. Meanwhile, Fini can remove opposing physical walls to help its teammates.

Hazard Setters: With no Special Attack investment, Fini is pretty weak without boosts; chip damage from Stealth Rock can help getting more KOs.


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threats


Super Effective Hits: Pretty obvious: super effective=big damage. Beware of coverage moves too, such as Poison Jab Garchomp.

Strong Hits: While it has a lot of defenses, its HP is fairly low and it has no recovery, leaving it prone to very strong hits from wallbreakers.

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Hope you guys enjoy this build, if you have any questions ask them below and I'll make sure to answer them (or try to).
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#2
first.
RIP Miranda Cosgrove 1975-2017
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#3
(Dec 8, 2016, 10:51 PM)Squeab Wrote: first.

Thank you for your feedback! Really appreciate it.
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#4
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